[UPDATE] Metallic Lamps
- CaptainToenail
- Topic Author
- Wicked
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- Posts: 229
3 years 1 month ago #1
by CaptainToenail
[UPDATE] Metallic Lamps was created by CaptainToenail
This is an update to the existing Bronze Lamps entry.
Information:
Name: Metallic Lamps
Connection: None
Palette: Doom
Summon: BronzeColumn[1-3], SilverColumn[1-3]
Ambient Sound: When switching
De-/Activatable: Yes
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Captain Toenail
GLDefs: Captain Toenail
Sounds: Freesound.org (TheSoundcatcher)
Sprites: Doom
Sprite Edit: Captain Toenail
- Lamps can now be switched on and off
- Added new silver versions
- New code, editor tags etc.
Information:
Name: Metallic Lamps
Connection: None
Palette: Doom
Summon: BronzeColumn[1-3], SilverColumn[1-3]
Ambient Sound: When switching
De-/Activatable: Yes
Destroyable: No
Special Effects: No
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Captain Toenail
GLDefs: Captain Toenail
Sounds: Freesound.org (TheSoundcatcher)
Sprites: Doom
Sprite Edit: Captain Toenail
Attachments:
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- inkoalawetrust
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3 years 1 month ago - 3 years 1 month ago #2
by inkoalawetrust
Replied by inkoalawetrust on topic [UPDATE] Metallic Lamps
The lamps don't actually turn off. To make the actors actually switchable you need to also use the
+UseSpecial
flag, and use
the Activation property
and set their activation type to THINGSPEC_Switch and THINGSPEC_Deactivate, to specify that they are switchable actors that are triggered when the player presses the use key on them, and that they should be deactivated the first time the player presses use on them, since in this particular case, they automatically jump to their Active state when spawned, so pressing use on them the first time will cause them to be activated twice, before resuming to normal switchable decoration behavior.
Also I think the sprites of each lamp being turned off could have the portion of the lamp that emits light be darker. Since that part of the lamp just becomes gray when they are turned off.
Also I think the sprites of each lamp being turned off could have the portion of the lamp that emits light be darker. Since that part of the lamp just becomes gray when they are turned off.
Last edit: 3 years 1 month ago by inkoalawetrust.
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- CaptainToenail
- Topic Author
- Wicked
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3 years 1 month ago #3
by CaptainToenail
Replied by CaptainToenail on topic [UPDATE] Metallic Lamps
The intention with these lamps is that they would be activated/deactivated remotely by either acs or the activate/deactivate line specials like the torches in Hexen.
They are not supposed to be activated by touch - however that would be very useful for future submissions e.g. domestic floor and table lamps.
About the unlit lights - the hue was removed and the brightness reduced by 50% already to give them their current look like these outside bollards.
https://abes-online.com/wp-content/uploads/2015/07/abes_bollard_light_210_LED_single_666x999.jpg
That part could be made slightly transparent like glass when unlit, but that might be overkill? I thought it looked ok but I'm open to suggestions.
They are not supposed to be activated by touch - however that would be very useful for future submissions e.g. domestic floor and table lamps.
About the unlit lights - the hue was removed and the brightness reduced by 50% already to give them their current look like these outside bollards.
https://abes-online.com/wp-content/uploads/2015/07/abes_bollard_light_210_LED_single_666x999.jpg
That part could be made slightly transparent like glass when unlit, but that might be overkill? I thought it looked ok but I'm open to suggestions.
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- Gothic
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3 years 1 month ago #4
by Gothic
Replied by Gothic on topic [UPDATE] Metallic Lamps
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